CP2020 - Help with HR after a decade long break

I decided to throw another stat in. Dunno if you like the sound of that (probably not, is my guess). Anyway, Perception is the one. Basically, it's used for aiming, firing, awareness/notice (of course) and everything else where it makes sense to apply. Intelligence, which IMO should have very little (or nothing) to do with awareness/notice to begin with, is now the only stat to give you bonus skill points, representing as it does an aptitude for learning. It's still used for the skills that are based on it, plus any time you need a check for figuring stuff out in general. You can even use the equivalent of the Cool x 2.5 rule (stability number? something like that. . .) given in the corebook (I think), but with Int, where there is no skill that applies, or where you have no skill points that could apply. And speaking of Cool. . .

Cool, on the other hand, I like in its traditional role: keeping your cool, relying on your willpower, that stuff. CEM (Combat Experience Modifier, IIRC) provided additional emphasis here, if you fancy that style. But most of all, I like the Stress rules in Dark Metropolis (a frackin' excellent supplement, btw) [pages 15-18].

As I said, that's most likely no use for your games, but I just felt like posting that anyhow, because it's not often these days I talk about CP2020 (or CP2013) much at all.

And yeah, I agree about the armour / armoured clothing issue - steer clear of that one, whatever else you do! Other things that could use work, IMO: '10 round roulette' (whereby you can be doing anything, even something you have done thousands of times, and excel at, so it's second nature, but you roll a 1, and that's that - happens 1 in 10 times, which just makes it that much worse; and with Luck only coming back per session. . . yeah :erm:. . .), netrunning (there are a few alternatives around the interwebs - check 'em out), and drugs (as per netrunning).

Well, that's what I found. All of which reminds me, I really have to get back to some CP2020, ASAP.
 

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What about Movement Allowance for movement?
...Reminder to self to not post late and night and with a splitting headache... Yes, Movement Allowance is a good thing to keep.

So tonight its not quite as late, but still with the headache... so please bear with me.


Aus_Snow, I will have to dig up Dark Metropolis.. I think I have it around somewhere. I vaguely recall the Stress rules. I love the cyber-pychosis rules they have.


So.. ruminating on the whole 'CP combat shouldn't be as much of a sure thing when your starting out' and wanting to trim the fiddly bits out... the Ambient.ca link above has so much fiddling that its not likely to actually be used in play. I don't recall ever using half the modifiers in the orignal rule-set, having to multiply them based on range would make it even less likely to be used.

Anyway, major paradigm shift represented by this draft house rule combat system.
The range sets the base DC and conditions apply a penalty to your shot. Cyber and tech generally off-set the penalties.
Each weapon type has a 'favored' range where it is most useful {read, easiest to hit}

Attack is still Stat+Skill+1D10. The D10 'explodes' on a 10, allowing the rare extremly high results.
Whether Cool is used is pending re-reading the stress rules :)

Close Range 2 meters or less: Shotgun
Short Range 2 meters to 10 meters: pistol and light SMG
Medium Range 10 meters to 30 meters: assault rifles, heavy SMG
Long Range 30 meters to 90 meters: Long rifles
Very Long Range: 90 meters to 270 meters: Sniper Rifles

The 'favored range' base DC is 15, increase by +5 for each range increment away. For instance, firing a pistol at Long Range is a base DC of 30.

Some of the static modifiers stay, like lazer sight grants +1, bracing grants +2.

Penalties to the attack include:
Movement {target and/or shooter}. Up to 4 points of this penalty can be negated by a smart gun.
- Walking -2
- Running -4
- Moving vehicle -6

Vision obscurement {fog, dark} -2. Can be negated by optical enhancements {lowlight, etc..}

Cover can be shot around {taking the penalty} or shot through {granting SP to the target}
Partial cover grants a -4 penalty
Full cover grants a -8 penalty but the target has to spend a move action in order to clear cover enough to fire {taking a -3 to his shot}

If in partial cover, shooter can snapshoot, taking a -2 to hit but not lose the benefits of cover

If wanting to be brave, shooter can go 'John Wayne' and get a +2 to hit, but cannot benefit from cover for the entire round.

Examples using the characters in the 2nd edition book, and Cool as the base stat:
Rocker Silver Hand Luke rolls 1D10+14 with his SMG, needing a 1 or better to hit at short range. If the target takes cover, he needs a 5.
Expert Mercenary Nomad rolls 1D10+18 with his Carbine, can't miss a target at medium range in the open, but needs a 6 or better to hit a target at short range hiding behind a dumpter (DC 24).
Frontline Goon hiding behind that dumpter could snap-shoot back with the Colt pistoli, rolling 1D10+12, hitting on a 5 or better. If our Nomad grabbed some cover, that snapshot will likely miss.


Still working on auto-fire options and handling of shotguns.
Or I might just ditch all this and stick with the rules in the book :)

Considering doing the combat sequence rule of having players declare actions in order of initiative, lowest to highest, and then resolve actions highest to lowest. Not sure how much that change would improve game play.

Anyway, thanks all for listening to me ramble!
 

Aus_Snow
I dug up my copy of Dark Metropolis.. but it looks like I have a bad copy or something. THe stress rules look very good, but I am missing the 'Fright' portion of the rules. The PDF {purchased through RPG Now} has the pages all numbered right, but it looks like there is a page missing.
I wasn't able to find any errate via google.


It also appears that my intended game won't happen this weekend as life the three players schedules don't match up. Only one of them is open at any given time :(

I guess I will spend the weekend brushing up on the rules and documenting some stuff.. I have been wanting to turn Flipper's weapon creation rules into a spreadsheet for a couple of years now.
 

Well,

Pondsmith's solution was to replace Interlock with Fuzion (which is really just Interlock II). This splits Reflexes into two stats and adds some extra tweaks.

I'd need to sit down with my CP2020 and BGC books to see how doable this is (since CP203X changes to many other things to be directly usable). If I remember right, the rules in the Bubblegum Crisis books should work, although you MAY need to re-stat some weaponry using Mekton Zeta Plus and the Mekton Zeta Tactical Display (GM screen) and the notes in the back of Bubblegum Crisis Ex. I ran a BGC game for a few years and remeber using stuff from the CP2020 books without really doing anything to it.

But primarily, if memory serves, it split reflex into two different stats. One for quickness, the other for manual dexterity.
 
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